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The Viking’s arsenal

Weapons

From the stone axe in the Meadows to the staves of the Deep North. Pick a class to see its whole lineup with stats, recipes and what it is best against.

New to combat? Weapon handling, damage types, resistances, backstabs, stagger and parrying are explained briefly at the bottom of the page. How weapons work ↓

Melee

Ranged

Magic

Other

How weapons work

Weapon handling

One-handed weapons leave your left hand free for a shield or a torch: a shield in the left hand blocks instead of the weapon: late shields block far more, while early ones (wood, bronze buckler) can be weaker than a good weapon. Two-handed weapons take both hands: they hit harder or wider, but you have to block with the weapon itself.

One-handed: Clubs, Swords, Spears, Knives, Training weapons

Two-handed: Battleaxes, Sledgehammers, Greatswords, Atgeirs, Fist weapons, Bows, Crossbows, Elemental magic, Blood magic

Damage types

Resistances and multipliers

Every creature reacts differently to each damage type. Damage is multiplied by the damage multiplier for that type:

×2 very weak ×1.5 weak ×1.25 slightly weak ×1 normal ×0.75 slightly resistant ×0.5 resistant ×0.25 very resistant ×0 immune

So a club with a smaller number often kills a skeleton faster than a sword.

Backstab and stagger

A hit on an enemy that has not noticed you is multiplied: ×3 for most weapons, ×6 for knives. Stagger builds with every hit; when the bar fills, the enemy becomes staggered and takes double damage.

The primary attack is the left mouse button (LMB), the secondary attack is the middle mouse button (MMB). Each class has its own secondary attack: a stronger blow, a throw, an area strike or a spin.

Block and parry

Block power is how much damage a shield or weapon absorbs. If you raise the block at the last moment before a hit, it is a parry: block power is multiplied by the parry bonus, and the attacker is briefly exposed. Bucklers parry best, tower shields hold a direct hit best.

Skills and levels

Each class uses its own skill, and some classes share one (greatswords use Swords, sledgehammers use Clubs, battleaxes use Axes): the higher it is, the more damage and the less stamina each attack consumes. Each quality level raises a weapon’s durability and, for most weapons, its damage (a shield’s block power and durability; staffs and a few tools gain durability only) and needs its crafting station upgraded one level higher. Past the maximum, a weapon can be raised further with a combat idol at the Forge of Potential.